- Joined
- May 21, 2008
- Messages
- 40
Hello, everyone! Before I start off, I want to mention that this is the first map/campaign I have posted (created one or two earlier though, but nothing major), but don't judge the map based on that but on the actual quality. Secondly, this is a copy of the text I have on my thread on wc3c.net (since I figured, why change it?), because more spread=more feedback=a better map.
Thirdly, as the map is on version 1.03, the changelog can up to that can be ignored as they were fixes addresing feedback on wc3c.
I will be editing this post as I go to keep it updated with the current version and issues.
Attached are both the map itself in current version, as well as the interlude cinematic to it (you should view it in order to understand the event that put the main characters in their situation, no spoilers!).
An RPG for coop using two players, or singleplayer. The user(s) have two Heroes, the Underworld Rager and the Underworld Ghost (either both controled by one player, or one each) and work together to battle bosses and their minions and explore the realm of the afterliving.
This might not sound like much, but bear in mind that it is my first true map. I was once told to start with fitting ambitions, so I am.
The map (and later on campaign) features two player gameplay (with triggers to give the second player control if one player leaves the game, or control over both sides instantly if singleplayer), as well as custom triggered GUI spells, custom items, a large world to explore, bosses with triggered spells and dangerous abilities and cinematics (with extra cinematics if there are two players present).
The Druidinator (Everything)
All spots free (wasn't planning on making it a team effort, but help is appreciated)
Terrain: 60%
Triggers: 20-30%
Spells: 45%
Cinematics: 35%
Items: 5%
What I would like is basicly feedback on anything concerning the map; spells, triggers, bugs, characters, areas, boss fights and balance (balance is something I haven't looked at all too much, so both the Heroes and foes might be a little unbalanced), items, cinematics and bugs. You know the deal. I will edit this post soon and add screenshot(s), as well as known issues (there are a couple, but first I'll let you see if you can find them, to see if they are such big issues after all).
Known Issues (To be fixed):
Changelog:
http://photoshack.com/displayimage.php?pid=40570&fullsize=1
http://photoshack.com/displayimage.php?pid=40568&fullsize=1
http://photoshack.com/displayimage.php?pid=40566&fullsize=1
So, besides all this, there is my foremost matter. See, the Rager has Thunderclap and Avatar as placeholders for his real third ability and ultimate. The Ghost has Frost Nova in the spot that was reserved for a spell named Soul Freeze, a Frost Nova that would spawn minions for each foe caught in it, who would attack for a couple seconds and then die. I scrapped it though, since it was tough to get working and pretty buggy. Does anyone have ideas or thoughts for possible spells to fill this gap? An AoE mainly, or if not an interesting and fitting spell. The Ghost is centered around manipulation of magic and souls, and frost based spells.
The Rager's two gaps are a bigger issue, though. There are a couple ideas for his third ability; an activated ability that would add an armor and spell %resist bonus and drain mana (to fit his role as the tank), or a powerful single-target strike that also heals for a % of damage done. His ultimate would be an activated spell, that spawns an illusionary copy of him for each strike that can attack and damage the enemies for a strike or two, effectivly doubling or trippling his damage output.
If you have ideas that could replace these two, they should fit the themes of tanking, ferocity and rage or shadowbased fire.
Thirdly, as the map is on version 1.03, the changelog can up to that can be ignored as they were fixes addresing feedback on wc3c.
I will be editing this post as I go to keep it updated with the current version and issues.
Attached are both the map itself in current version, as well as the interlude cinematic to it (you should view it in order to understand the event that put the main characters in their situation, no spoilers!).
Summary:
An RPG for coop using two players, or singleplayer. The user(s) have two Heroes, the Underworld Rager and the Underworld Ghost (either both controled by one player, or one each) and work together to battle bosses and their minions and explore the realm of the afterliving.
This might not sound like much, but bear in mind that it is my first true map. I was once told to start with fitting ambitions, so I am.
Features:
The map (and later on campaign) features two player gameplay (with triggers to give the second player control if one player leaves the game, or control over both sides instantly if singleplayer), as well as custom triggered GUI spells, custom items, a large world to explore, bosses with triggered spells and dangerous abilities and cinematics (with extra cinematics if there are two players present).
Team:
The Druidinator (Everything)
All spots free (wasn't planning on making it a team effort, but help is appreciated)
Progress:
Terrain: 60%
Triggers: 20-30%
Spells: 45%
Cinematics: 35%
Items: 5%
Misc:
What I would like is basicly feedback on anything concerning the map; spells, triggers, bugs, characters, areas, boss fights and balance (balance is something I haven't looked at all too much, so both the Heroes and foes might be a little unbalanced), items, cinematics and bugs. You know the deal. I will edit this post soon and add screenshot(s), as well as known issues (there are a couple, but first I'll let you see if you can find them, to see if they are such big issues after all).
Known Issues (To be fixed):
- The boss music from the Gnarled Watcher battle and the Tree of Death battle loop after the fights are finished
- The AoE damage range of Storm of the Damned is slightly larger than the AoE targeting points at
- There is currently no way to play the Satyr Pests minigame more than once, and it is only playable on multi.
- Drapona's Box is currently empty of merchandise
- The players can buy more than one Sokhul or Flow of Sethra (they are meant to be unique)
- The buff effect for Dark Affliction and Dark Fortitude (both from Dark Mend) are both centered overhead of the unit (will be fixed in the next version)
- The Underworld Rager currently has no trainings in the Pit
- No Challenges are present (battles you fight for rewards for your skill, from the Way Gate at the Pit portals)
- The AoE damage range of Storm of the Damned is slightly larger than the AoE targeting points at
- There is currently no way to play the Satyr Pests minigame more than once, and it is only playable on multi.
- Drapona's Box is currently empty of merchandise
- The players can buy more than one Sokhul or Flow of Sethra (they are meant to be unique)
- The buff effect for Dark Affliction and Dark Fortitude (both from Dark Mend) are both centered overhead of the unit (will be fixed in the next version)
- The Underworld Rager currently has no trainings in the Pit
- No Challenges are present (battles you fight for rewards for your skill, from the Way Gate at the Pit portals)
Changelog:
- Buffed the attack of Wildkins and Sludge Flingers, nerfed Sludge Flinger and Sludge Minion health
- Added a new Possession-based event for Scorch Canyon revolving around a golem and smashing through obstacles
- Added a system to revive the non-Hero versions of Laura and Gregory
- Reworked the Possession spell from Splinter Soul to Psychosis, now allows quick and easy possession without minions
- Replaced the Scorch Canyon Frost Revenant skeletal minions with Kobold Minions
- Added a number of large stalagmites to Scorch Canyon to give a more defined environmental style
- Added a new Possession-based event for Scorch Canyon revolving around a golem and smashing through obstacles
- Added a system to revive the non-Hero versions of Laura and Gregory
- Reworked the Possession spell from Splinter Soul to Psychosis, now allows quick and easy possession without minions
- Replaced the Scorch Canyon Frost Revenant skeletal minions with Kobold Minions
- Added a number of large stalagmites to Scorch Canyon to give a more defined environmental style
- Nerfed the attack of Tree of Death slightly
- Added a quest for Gregory's first mission
- Added a quest for the Bone Garden area
- Added map pings and spacebar-points on key locations for Laura's and Gregory's first missions as well as the Bone Garden, for easier finding goals
- Rewrote several parts of Bakhar's cinematic speeches, in order to reinforce his air of superiority and mystique
- Added a couple rocks to fill out an empty but viewable area
- Fixed a bug where Gregory wouldn't switch to the correct player when aquired
- Removed the Orb of Rage from Tree of Death; Tree of Death now uses a Hoard cache for loot instead
- Added a quest for Gregory's first mission
- Added a quest for the Bone Garden area
- Added map pings and spacebar-points on key locations for Laura's and Gregory's first missions as well as the Bone Garden, for easier finding goals
- Rewrote several parts of Bakhar's cinematic speeches, in order to reinforce his air of superiority and mystique
- Added a couple rocks to fill out an empty but viewable area
- Fixed a bug where Gregory wouldn't switch to the correct player when aquired
- Removed the Orb of Rage from Tree of Death; Tree of Death now uses a Hoard cache for loot instead
- Added a number of LoS blockers and Pathing blockers to the Black Cliffs
- Added a number of Pathing blockers to the Banks of Sethra to stop Phasewalk exploits
- Fixed the Deathmark tooltip
- Added a system to improve Deathmark mana restoral when it ranks up
- Added a system to improve Unyelding Rage % when ranking
- Added a number of Pathing blockers to the Banks of Sethra to stop Phasewalk exploits
- Fixed the Deathmark tooltip
- Added a system to improve Deathmark mana restoral when it ranks up
- Added a system to improve Unyelding Rage % when ranking
Screenshots:
http://photoshack.com/displayimage.php?pid=40569&fullsize=1http://photoshack.com/displayimage.php?pid=40570&fullsize=1
http://photoshack.com/displayimage.php?pid=40568&fullsize=1
http://photoshack.com/displayimage.php?pid=40566&fullsize=1
So, besides all this, there is my foremost matter. See, the Rager has Thunderclap and Avatar as placeholders for his real third ability and ultimate. The Ghost has Frost Nova in the spot that was reserved for a spell named Soul Freeze, a Frost Nova that would spawn minions for each foe caught in it, who would attack for a couple seconds and then die. I scrapped it though, since it was tough to get working and pretty buggy. Does anyone have ideas or thoughts for possible spells to fill this gap? An AoE mainly, or if not an interesting and fitting spell. The Ghost is centered around manipulation of magic and souls, and frost based spells.
The Rager's two gaps are a bigger issue, though. There are a couple ideas for his third ability; an activated ability that would add an armor and spell %resist bonus and drain mana (to fit his role as the tank), or a powerful single-target strike that also heals for a % of damage done. His ultimate would be an activated spell, that spawns an illusionary copy of him for each strike that can attack and damage the enemies for a strike or two, effectivly doubling or trippling his damage output.
If you have ideas that could replace these two, they should fit the themes of tanking, ferocity and rage or shadowbased fire.